Medium Construct, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 166 (12d10 + 100)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +7
Skills Athletics +5, Perception +4
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages understands the languages you speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Commander's Gaze. Cantras has a heightened view of the battlefield. if in his lair while the special anti-magic field is active, or while within 5ft of an ally, Cantras has advantage on attack rolls and saving throws. 

Anti-Magic Weakness. Cantras detests magic, but he is himself a magical construct. If subjected to the effects of an Anti-Magic Field spell or a Dispel Magic spell, Cantras must succeed a DC 22 Constitution saving throw or fall unconscious for 4d6 hours. 

Clockwork Heart. Cantras will reform and repair his body after 4d6 days due to the effects of the spell that created him long ago. When he is unconscious, players can make a DC 18 Arcana or Investigation check to deduce the nature of his magical core and find its location. If found, detached from his body, and put under the effects of an Anti-Magic Field spell or a Dispel Magic spell, the spell on his heart is broken, and Cantras is truly destroyed. 

Actions

Multiattack. Cantras makes two attacks, one with his clockwork spear and one with his clockwork sword.

Clockwork Spear. Melee Weapon Attack: +7 to hit, reach 15ft, one creature. Hit: 10 (1d12+4)  piercing damage.

Clockwork Sword. Melee Weapon Attack: +7 to hit, reach 5ft, one creature. Hit: 12 (2d6+5) slashing damage. 

Force Cannon. Cantras shoots a small force projectile from his spear, created from his interior energy. Ranged Attack: +7 to hit, range 120 feet, one creature. Hit: 13 (3d8) force damage.

Shocking Strike (2/day). Cantras drives his weapons into the ground and expels some of his interior energy. Each creature in a 60 ft radius of Cantras must make a DC 15 Dexterity saving throw, taking 22 (5d8) force damage and being knocked prone on a failed save, and taking half as much damage and not being knocked prone on a success. 

By The King's Command. if Cantras has knights or agents aiding him in battle, he can use his action to command them to attack, allowing them to attack on his initiative turn with advantage. 

Reactions

Anti-Magic Pulse(3/Day). Cantras expels an interior energy using his clockwork sword as a conduit. This energy has the effects of the Counterspell spell, cast at 9th level.

Lair and Lair Actions

The Abandoned Keep of Grandir
Once an outpost for soldiers, this abandoned keep now serves as the base of operations for the Clockwork King. It is a keep with four towers and large stone walls, with an imposing frontal gate. Though weathered by time, the keep's stone is a solid as the day it was made. Clockwork ballista have been erected atop the walls, and knights silently watch from the towers for outsiders and intruders. The lair features a main hall, barracks for soldiers and agents, a grand dining hall that has been converted into a large room for Cantras' many experiments, Cantras' throne room, and a jail below the keep, repurposed into a dungeon and torture chamber for the captured magic users that the Clockwork King has found. 

The Special Anti-Magic Field
Through the torture and kidnapping of many magic users, Cantras was able to create a way to make sure his keep was free of magic. Machines he engineered from Eberron using knowledge of his own body. There are four conduits, one in each of the keep's towers, that power an anti-magic field that affects the entire keep, save for a single room in the middle of the dungeon. The field that these conduits creates stops all magic as an Anti-Magic Field spell would. However, these special anti-magic fields do not act on the magic holding Cantras' body together. These conduits also affect some of Cantras' actions. The conduits can be destroyed and the anti-magic effect in the keep can be disabled. Each conduit is a medium construct with an AC of 15 and 50 HP, and each one is guarded by at least one of Cantras' knights. 

Lair Actions: On initiative Count 20 (losing initiative ties) Cantras may take one of the following actions to cause the following effects. The same action can't be taken two turns in a row. 

  • Call for Reinforcements (4/day) If alone on the battlefield, Cantras summons two of his knights from the barracks. 
  • Fire Clockwork Ballista. Cantras activates one of the many ballista that line the inside and outside walls of his keep. Cantras picks a spot he can see within 60 ftof him.  Each creature within 20 ft of that spot must make a DC 16 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save or half as much damage on a success. 
  • Warcry. Cantras shrieks in primal rage, echoing a cry around the chamber. Each enemy creature within 15 ft of Cantras must succeed a DC 14 Wisdom saving throw or gain disadvantage on any attacks made on Cantras for the remainder of that turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2021 4:13:56 PM
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1/26/2021 4:16:58 PM
19
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